<html>
    <title>test</title>
    <meat lang="zh-cn"></meat>
       <meta charset="utf-8" />
    <header></header>
    <link rel="stylesheet" href="css/su.css" />
<style>

</style>
<body>

<canvas id="sakura">
</canvas>
<div class="btnbg">
  <div class="cs">
    <div class="htmleaf-container">
      <nav class="animenu">

        <!--<button class="animenu__toggle">
          <span class="animenu__toggle__bar">
          </span>
          <span class="animenu__toggle__bar">
          </span>
          <span class="animenu__toggle__bar">
          </span>
        </button>-->
          <!-- <ul class="animenu__nav" style=" text-align:center">
          <li>
          <a href="" target="_blank" title="我的空间">
          我的空间
          </a>
          </li>
          <li>
          <a href="http://www.wenxin1234.com/" title="Lucky博客" target="_blank">
          Lucky博客
          </a>
          </li>
          <li style="border-right: 1px solid #444444; border-right: 0px;">
          <a href="http://wpa.qq.com/msgrd?v=3&uin=7500875" target="_blank" title="联系我吧">
          联系我吧
          </a>
          </li>
          </ul> -->

      </nav>
    </div>
    <center>
      <br>
      <br>
      <img src="WechatIMG8.jpeg" id="logo">
      <br>
      <br>
      <!-- <hr /> -->
      <br>
      <br>
      <p style="font-size:30px;">
        人生若只如初见、
        <br>
        <br>
    	<a href="someword.html" class="jump2" > 春水初生</a>
    	<a href="someword.html" class="jump2" > 春林初盛</a>
    
            <!-- sakura shader -->
<script id="sakura_point_vsh" type="x-shader/x_vertex">
              uniform mat4 uProjection;

              uniform mat4 uModelview;

              uniform vec3 uResolution;

              uniform vec3 uOffset;

              uniform vec3 uDOF; //x:focus distance, y:focus radius, z:max radius
              uniform vec3 uFade; //x:start distance, y:half distance, z:near fade start

              attribute vec3 aPosition;

              attribute vec3 aEuler;

              attribute vec2 aMisc; //x:size, y:fade

              varying vec3 pposition;

              varying float psize;

              varying float palpha;

              varying float pdist;

              //varying mat3 rotMat;
              varying vec3 normX;

              varying vec3 normY;

              varying vec3 normZ;

              varying vec3 normal;

              varying float diffuse;

              varying float specular;

              varying float rstop;

              varying float distancefade;

              void main(void) {
          
                // Projection is based on vertical angle
                vec4 pos = uModelview * vec4(aPosition + uOffset, 1.0);

                gl_Position = uProjection * pos;

                gl_PointSize = aMisc.x * uProjection[1][1] / -pos.z * uResolution.y * 0.5;

                pposition = pos.xyz;

                psize = aMisc.x;

                pdist = length(pos.xyz);

                palpha = smoothstep(0.0, 1.0, (pdist - 0.1) / uFade.z);

                vec3 elrsn = sin(aEuler);

                vec3 elrcs = cos(aEuler);

                mat3 rotx = mat3(

                1.0, 0.0, 0.0,

                0.0, elrcs.x, elrsn.x,

                0.0, -elrsn.x, elrcs.x

                );
                

                mat3 roty = mat3(

                elrcs.y, 0.0, -elrsn.y,

                0.0, 1.0, 0.0,

                elrsn.y, 0.0, elrcs.y

                );

                mat3 rotz = mat3(

                elrcs.z, elrsn.z, 0.0,

                -elrsn.z, elrcs.z, 0.0,

                0.0, 0.0, 1.0

                );

                mat3 rotmat = rotx * roty * rotz;

                normal = rotmat[2];

                mat3 trrotm = mat3(

                rotmat[0][0], rotmat[1][0], rotmat[2][0],

                rotmat[0][1], rotmat[1][1], rotmat[2][1],

                rotmat[0][2], rotmat[1][2], rotmat[2][2]

                );

                normX = trrotm[0];

                normY = trrotm[1];

                normZ = trrotm[2];

                const vec3 lit = vec3(0.6917144638660746, 0.6917144638660746, -0.20751433915982237);

                float tmpdfs = dot(lit, normal);

                if (tmpdfs < 0.0) {

                  normal = -normal;

                  tmpdfs = dot(lit, normal);

                }

                diffuse = 0.4 + tmpdfs;

                vec3 eyev = normalize( - pos.xyz);

                if (dot(eyev, normal) > 0.0) {

                  vec3 hv = normalize(eyev + lit);

                  specular = pow(max(dot(hv, normal), 0.0), 20.0);

                }

                else {

                  specular = 0.0;

                }

                rstop = clamp((abs(pdist - uDOF.x) - uDOF.y) / uDOF.z, 0.0, 1.0);

                rstop = pow(rstop, 0.5);

                //-0.69315 = ln(0.5)
                distancefade = min(1.0, exp((uFade.x - pdist) * 0.69315 / uFade.y));

              }
            </script>
<script id="sakura_point_fsh" type="x-shader/x_fragment">
              #ifdef GL_ES

              //precision mediump float;
              precision highp float;

              #endif

              uniform vec3 uDOF; //x:focus distance, y:focus radius, z:max radius
              uniform vec3 uFade; //x:start distance, y:half distance, z:near fade start

              const vec3 fadeCol = vec3(0.08, 0.03, 0.06);

              varying vec3 pposition;

              varying float psize;

              varying float palpha;

              varying float pdist;

              //varying mat3 rotMat;
              varying vec3 normX;

              varying vec3 normY;

              varying vec3 normZ;

              varying vec3 normal;

              varying float diffuse;

              varying float specular;

              varying float rstop;

              varying float distancefade;

              float ellipse(vec2 p, vec2 o, vec2 r) {

                vec2 lp = (p - o) / r;

                return length(lp) - 1.0;

              }

              void main(void) {

                vec3 p = vec3(gl_PointCoord - vec2(0.5, 0.5), 0.0) * 2.0;

                vec3 d = vec3(0.0, 0.0, -1.0);

                float nd = normZ.z; //dot(-normZ, d);
                if (abs(nd) < 0.0001) discard;

                float np = dot(normZ, p);

                vec3 tp = p + d * np / nd;

                vec2 coord = vec2(dot(normX, tp), dot(normY, tp));

                //angle = 15 degree
                const float flwrsn = 0.258819045102521;

                const float flwrcs = 0.965925826289068;

                mat2 flwrm = mat2(flwrcs, -flwrsn, flwrsn, flwrcs);

                vec2 flwrp = vec2(abs(coord.x), coord.y) * flwrm;

                float r;

                if (flwrp.x < 0.0) {

                  r = ellipse(flwrp, vec2(0.065, 0.024) * 0.5, vec2(0.36, 0.96) * 0.5);

                }

                else {

                  r = ellipse(flwrp, vec2(0.065, 0.024) * 0.5, vec2(0.58, 0.96) * 0.5);

                }

                if (r > rstop) discard;

                vec3 col = mix(vec3(1.0, 0.8, 0.75), vec3(1.0, 0.9, 0.87), r);

                float grady = mix(0.0, 1.0, pow(coord.y * 0.5 + 0.5, 0.35));

                col *= vec3(1.0, grady, grady);

                col *= mix(0.8, 1.0, pow(abs(coord.x), 0.3));

                col = col * diffuse + specular;

                col = mix(fadeCol, col, distancefade);

                float alpha = (rstop > 0.001) ? (0.5 - r / (rstop * 2.0)) : 1.0;

                alpha = smoothstep(0.0, 1.0, alpha) * palpha;

                gl_FragColor = vec4(col * 0.5, alpha);

              }
            </script>
            <!-- effects -->
<script id="fx_common_vsh" type="x-shader/x_vertex">
              uniform vec3 uResolution;

              attribute vec2 aPosition;

              varying vec2 texCoord;

              varying vec2 screenCoord;

              void main(void) {

                gl_Position = vec4(aPosition, 0.0, 1.0);

                texCoord = aPosition.xy * 0.5 + vec2(0.5, 0.5);

                screenCoord = aPosition.xy * vec2(uResolution.z, 1.0);

              }
            </script>
<script id="bg_fsh" type="x-shader/x_fragment">
              #ifdef GL_ES

              //precision mediump float;
              precision highp float;

              #endif

              uniform vec2 uTimes;

              varying vec2 texCoord;

              varying vec2 screenCoord;

              void main(void) {

                vec3 col;

                float c;

                vec2 tmpv = texCoord * vec2(0.8, 1.0) - vec2(0.95, 1.0);

                c = exp( - pow(length(tmpv) * 1.8, 2.0));

                col = mix(vec3(0.02, 0.0, 0.03), vec3(0.96, 0.98, 1.0) * 1.5, c);

                gl_FragColor = vec4(col * 0.5, 1.0);

              }
            </script>
<script id="fx_brightbuf_fsh" type="x-shader/x_fragment">
              #ifdef GL_ES

              //precision mediump float;
              precision highp float;

              #endif

              uniform sampler2D uSrc;

              uniform vec2 uDelta;

              varying vec2 texCoord;

              varying vec2 screenCoord;

              void main(void) {

                vec4 col = texture2D(uSrc, texCoord);

                gl_FragColor = vec4(col.rgb * 2.0 - vec3(0.5), 1.0);

              }
            </script>
<script id="fx_dirblur_r4_fsh" type="x-shader/x_fragment">
              #ifdef GL_ES

              //precision mediump float;
              precision highp float;

              #endif

              uniform sampler2D uSrc;

              uniform vec2 uDelta;

              uniform vec4 uBlurDir; //dir(x, y), stride(z, w)

              varying vec2 texCoord;

              varying vec2 screenCoord;

              void main(void) {

                vec4 col = texture2D(uSrc, texCoord);

                col = col + texture2D(uSrc, texCoord + uBlurDir.xy * uDelta);

                col = col + texture2D(uSrc, texCoord - uBlurDir.xy * uDelta);

                col = col + texture2D(uSrc, texCoord + (uBlurDir.xy + uBlurDir.zw) * uDelta);

                col = col + texture2D(uSrc, texCoord - (uBlurDir.xy + uBlurDir.zw) * uDelta);

                gl_FragColor = col / 5.0;

              }
            </script>
            <!-- effect fragment shader template -->
<script id="fx_common_fsh" type="x-shader/x_fragment">
              #ifdef GL_ES

              //precision mediump float;
              precision highp float;

              #endif

              uniform sampler2D uSrc;

              uniform vec2 uDelta;

              varying vec2 texCoord;

              varying vec2 screenCoord;

              void main(void) {

                gl_FragColor = texture2D(uSrc, texCoord);

              }
            </script>
            <!-- post processing -->
<script id="pp_final_vsh" type="x-shader/x_vertex">
              uniform vec3 uResolution;

              attribute vec2 aPosition;

              varying vec2 texCoord;

              varying vec2 screenCoord;

              void main(void) {

                gl_Position = vec4(aPosition, 0.0, 1.0);

                texCoord = aPosition.xy * 0.5 + vec2(0.5, 0.5);

                screenCoord = aPosition.xy * vec2(uResolution.z, 1.0);

              }
            </script>
<script id="pp_final_fsh" type="x-shader/x_fragment">
              #ifdef GL_ES

              //precision mediump float;
              precision highp float;

              #endif

              uniform sampler2D uSrc;

              uniform sampler2D uBloom;

              uniform vec2 uDelta;

              varying vec2 texCoord;

              varying vec2 screenCoord;

              void main(void) {

                vec4 srccol = texture2D(uSrc, texCoord) * 2.0;

                vec4 bloomcol = texture2D(uBloom, texCoord);

                vec4 col;

                col = srccol + bloomcol * (vec4(1.0) + srccol);

                col *= smoothstep(1.0, 0.0, pow(length((texCoord - vec2(0.5)) * 2.0), 1.2) * 0.5);

                col = pow(col, vec4(0.45454545454545)); //(1.0 / 2.2)

                gl_FragColor = vec4(col.rgb, 1.0);

                gl_FragColor.a = 1.0;

              }
            </script>


<script>
    // Utilities
var Vector3 = {};

var Matrix44 = {};

Vector3.create = function(x, y, z) {

  return {
    'x': x,
    'y': y,
    'z': z
  };

};

Vector3.dot = function(v0, v1) {

  return v0.x * v1.x + v0.y * v1.y + v0.z * v1.z;

};

Vector3.cross = function(v, v0, v1) {

  v.x = v0.y * v1.z - v0.z * v1.y;

  v.y = v0.z * v1.x - v0.x * v1.z;

  v.z = v0.x * v1.y - v0.y * v1.x;

};

Vector3.normalize = function(v) {

  var l = v.x * v.x + v.y * v.y + v.z * v.z;

  if (l > 0.00001) {

    l = 1.0 / Math.sqrt(l);

    v.x *= l;

    v.y *= l;

    v.z *= l;

  }

};

Vector3.arrayForm = function(v) {

  if (v.array) {

    v.array[0] = v.x;

    v.array[1] = v.y;

    v.array[2] = v.z;

  }

  else {

    v.array = new Float32Array([v.x, v.y, v.z]);

  }

  return v.array;

};

Matrix44.createIdentity = function() {

  return new Float32Array([1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0]);

};

Matrix44.loadProjection = function(m, aspect, vdeg, near, far) {

  var h = near * Math.tan(vdeg * Math.PI / 180.0 * 0.5) * 2.0;

  var w = h * aspect;

  m[0] = 2.0 * near / w;

  m[1] = 0.0;

  m[2] = 0.0;

  m[3] = 0.0;

  m[4] = 0.0;

  m[5] = 2.0 * near / h;

  m[6] = 0.0;

  m[7] = 0.0;

  m[8] = 0.0;

  m[9] = 0.0;

  m[10] = -(far + near) / (far - near);

  m[11] = -1.0;

  m[12] = 0.0;

  m[13] = 0.0;

  m[14] = -2.0 * far * near / (far - near);

  m[15] = 0.0;

};

Matrix44.loadLookAt = function(m, vpos, vlook, vup) {

  var frontv = Vector3.create(vpos.x - vlook.x, vpos.y - vlook.y, vpos.z - vlook.z);

  Vector3.normalize(frontv);

  var sidev = Vector3.create(1.0, 0.0, 0.0);

  Vector3.cross(sidev, vup, frontv);

  Vector3.normalize(sidev);

  var topv = Vector3.create(1.0, 0.0, 0.0);

  Vector3.cross(topv, frontv, sidev);

  Vector3.normalize(topv);

  m[0] = sidev.x;

  m[1] = topv.x;

  m[2] = frontv.x;

  m[3] = 0.0;

  m[4] = sidev.y;

  m[5] = topv.y;

  m[6] = frontv.y;

  m[7] = 0.0;

  m[8] = sidev.z;

  m[9] = topv.z;

  m[10] = frontv.z;

  m[11] = 0.0;

  m[12] = -(vpos.x * m[0] + vpos.y * m[4] + vpos.z * m[8]);

  m[13] = -(vpos.x * m[1] + vpos.y * m[5] + vpos.z * m[9]);

  m[14] = -(vpos.x * m[2] + vpos.y * m[6] + vpos.z * m[10]);

  m[15] = 1.0;

};

//
var timeInfo = {

  'start': 0,
  'prev': 0,
  // Date
  'delta': 0,
  'elapsed': 0 // Number(sec)
};

//
var gl;

var renderSpec = {

  'width': 0,

  'height': 0,

  'aspect': 1,

  'array': new Float32Array(3),

  'halfWidth': 0,

  'halfHeight': 0,

  'halfArray': new Float32Array(3)

  // and some render targets. see setViewport()
};

renderSpec.setSize = function(w, h) {

  renderSpec.width = w;

  renderSpec.height = h;

  renderSpec.aspect = renderSpec.width / renderSpec.height;

  renderSpec.array[0] = renderSpec.width;

  renderSpec.array[1] = renderSpec.height;

  renderSpec.array[2] = renderSpec.aspect;

  renderSpec.halfWidth = Math.floor(w / 2);

  renderSpec.halfHeight = Math.floor(h / 2);

  renderSpec.halfArray[0] = renderSpec.halfWidth;

  renderSpec.halfArray[1] = renderSpec.halfHeight;

  renderSpec.halfArray[2] = renderSpec.halfWidth / renderSpec.halfHeight;

};

function deleteRenderTarget(rt) {

  gl.deleteFramebuffer(rt.frameBuffer);

  gl.deleteRenderbuffer(rt.renderBuffer);

  gl.deleteTexture(rt.texture);

}

function createRenderTarget(w, h) {

  var ret = {

    'width': w,

    'height': h,

    'sizeArray': new Float32Array([w, h, w / h]),

    'dtxArray': new Float32Array([1.0 / w, 1.0 / h])

  };

  ret.frameBuffer = gl.createFramebuffer();

  ret.renderBuffer = gl.createRenderbuffer();

  ret.texture = gl.createTexture();

  gl.bindTexture(gl.TEXTURE_2D, ret.texture);

  gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, w, h, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);

  gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);

  gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);

  gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);

  gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);

  gl.bindFramebuffer(gl.FRAMEBUFFER, ret.frameBuffer);

  gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, ret.texture, 0);

  gl.bindRenderbuffer(gl.RENDERBUFFER, ret.renderBuffer);

  gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, w, h);

  gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, ret.renderBuffer);

  gl.bindTexture(gl.TEXTURE_2D, null);

  gl.bindRenderbuffer(gl.RENDERBUFFER, null);

  gl.bindFramebuffer(gl.FRAMEBUFFER, null);

  return ret;

}

function compileShader(shtype, shsrc) {

  var retsh = gl.createShader(shtype);

  gl.shaderSource(retsh, shsrc);

  gl.compileShader(retsh);

  if (!gl.getShaderParameter(retsh, gl.COMPILE_STATUS)) {

    var errlog = gl.getShaderInfoLog(retsh);

    gl.deleteShader(retsh);

    console.error(errlog);

    return null;

  }

  return retsh;

}

function createShader(vtxsrc, frgsrc, uniformlist, attrlist) {

  var vsh = compileShader(gl.VERTEX_SHADER, vtxsrc);

  var fsh = compileShader(gl.FRAGMENT_SHADER, frgsrc);

  if (vsh == null || fsh == null) {

    return null;

  }

  var prog = gl.createProgram();

  gl.attachShader(prog, vsh);

  gl.attachShader(prog, fsh);

  gl.deleteShader(vsh);

  gl.deleteShader(fsh);

  gl.linkProgram(prog);

  if (!gl.getProgramParameter(prog, gl.LINK_STATUS)) {

    var errlog = gl.getProgramInfoLog(prog);

    console.error(errlog);

    return null;

  }

  if (uniformlist) {

    prog.uniforms = {};

    for (var i = 0; i < uniformlist.length; i++) {

      prog.uniforms[uniformlist[i]] = gl.getUniformLocation(prog, uniformlist[i]);

    }

  }

  if (attrlist) {

    prog.attributes = {};

    for (var i = 0; i < attrlist.length; i++) {

      var attr = attrlist[i];

      prog.attributes[attr] = gl.getAttribLocation(prog, attr);

    }

  }

  return prog;

}

function useShader(prog) {

  gl.useProgram(prog);

  for (var attr in prog.attributes) {

    gl.enableVertexAttribArray(prog.attributes[attr]);;

  }

}

function unuseShader(prog) {

  for (var attr in prog.attributes) {

    gl.disableVertexAttribArray(prog.attributes[attr]);;

  }

  gl.useProgram(null);

}

/////
var projection = {

  'angle': 60,

  'nearfar': new Float32Array([0.1, 100.0]),

  'matrix': Matrix44.createIdentity()

};

var camera = {

  'position': Vector3.create(0, 0, 100),

  'lookat': Vector3.create(0, 0, 0),

  'up': Vector3.create(0, 1, 0),

  'dof': Vector3.create(10.0, 4.0, 8.0),

  'matrix': Matrix44.createIdentity()

};

var pointFlower = {};

var meshFlower = {};

var sceneStandBy = false;

var BlossomParticle = function() {

  this.velocity = new Array(3);

  this.rotation = new Array(3);

  this.position = new Array(3);

  this.euler = new Array(3);

  this.size = 1.0;

  this.alpha = 1.0;

  this.zkey = 0.0;

};

BlossomParticle.prototype.setVelocity = function(vx, vy, vz) {

  this.velocity[0] = vx;

  this.velocity[1] = vy;

  this.velocity[2] = vz;

};

BlossomParticle.prototype.setRotation = function(rx, ry, rz) {

  this.rotation[0] = rx;

  this.rotation[1] = ry;

  this.rotation[2] = rz;

};

BlossomParticle.prototype.setPosition = function(nx, ny, nz) {

  this.position[0] = nx;

  this.position[1] = ny;

  this.position[2] = nz;

};

BlossomParticle.prototype.setEulerAngles = function(rx, ry, rz) {

  this.euler[0] = rx;

  this.euler[1] = ry;

  this.euler[2] = rz;

};

BlossomParticle.prototype.setSize = function(s) {

  this.size = s;

};

BlossomParticle.prototype.update = function(dt, et) {

  this.position[0] += this.velocity[0] * dt;

  this.position[1] += this.velocity[1] * dt;

  this.position[2] += this.velocity[2] * dt;

  this.euler[0] += this.rotation[0] * dt;

  this.euler[1] += this.rotation[1] * dt;

  this.euler[2] += this.rotation[2] * dt;

};

function createPointFlowers() {

  // get point sizes
  var prm = gl.getParameter(gl.ALIASED_POINT_SIZE_RANGE);

  renderSpec.pointSize = {
    'min': prm[0],
    'max': prm[1]
  };

  var vtxsrc = document.getElementById("sakura_point_vsh").textContent;

  var frgsrc = document.getElementById("sakura_point_fsh").textContent;

  pointFlower.program = createShader(

  vtxsrc, frgsrc,

  ['uProjection', 'uModelview', 'uResolution', 'uOffset', 'uDOF', 'uFade'],

  ['aPosition', 'aEuler', 'aMisc']

  );

  useShader(pointFlower.program);

  pointFlower.offset = new Float32Array([0.0, 0.0, 0.0]);

  pointFlower.fader = Vector3.create(0.0, 10.0, 0.0);

  // paramerters: velocity[3], rotate[3]
  pointFlower.numFlowers = 1600;

  pointFlower.particles = new Array(pointFlower.numFlowers);

  // vertex attributes {position[3], euler_xyz[3], size[1]}
  pointFlower.dataArray = new Float32Array(pointFlower.numFlowers * (3 + 3 + 2));

  pointFlower.positionArrayOffset = 0;

  pointFlower.eulerArrayOffset = pointFlower.numFlowers * 3;

  pointFlower.miscArrayOffset = pointFlower.numFlowers * 6;

  pointFlower.buffer = gl.createBuffer();

  gl.bindBuffer(gl.ARRAY_BUFFER, pointFlower.buffer);

  gl.bufferData(gl.ARRAY_BUFFER, pointFlower.dataArray, gl.DYNAMIC_DRAW);

  gl.bindBuffer(gl.ARRAY_BUFFER, null);

  unuseShader(pointFlower.program);

  for (var i = 0; i < pointFlower.numFlowers; i++) {

    pointFlower.particles[i] = new BlossomParticle();

  }

}

function initPointFlowers() {

  //area
  pointFlower.area = Vector3.create(20.0, 20.0, 20.0);

  pointFlower.area.x = pointFlower.area.y * renderSpec.aspect;

  pointFlower.fader.x = 10.0; //env fade start
  pointFlower.fader.y = pointFlower.area.z; //env fade half
  pointFlower.fader.z = 0.1; //near fade start

  //particles
  var PI2 = Math.PI * 2.0;

  var tmpv3 = Vector3.create(0, 0, 0);

  var tmpv = 0;

  var symmetryrand = function() {
    return (Math.random() * 2.0 - 1.0);
  };

  for (var i = 0; i < pointFlower.numFlowers; i++) {

    var tmpprtcl = pointFlower.particles[i];

    //velocity
    tmpv3.x = symmetryrand() * 0.3 + 0.8;

    tmpv3.y = symmetryrand() * 0.2 - 1.0;

    tmpv3.z = symmetryrand() * 0.3 + 0.5;

    Vector3.normalize(tmpv3);

    tmpv = 2.0 + Math.random() * 1.0;

    tmpprtcl.setVelocity(tmpv3.x * tmpv, tmpv3.y * tmpv, tmpv3.z * tmpv);

    //rotation
    tmpprtcl.setRotation(

    symmetryrand() * PI2 * 0.5,

    symmetryrand() * PI2 * 0.5,

    symmetryrand() * PI2 * 0.5

    );

    //position
    tmpprtcl.setPosition(

    symmetryrand() * pointFlower.area.x,

    symmetryrand() * pointFlower.area.y,

    symmetryrand() * pointFlower.area.z

    );

    //euler
    tmpprtcl.setEulerAngles(

    Math.random() * Math.PI * 2.0,

    Math.random() * Math.PI * 2.0,

    Math.random() * Math.PI * 2.0

    );

    //size
    tmpprtcl.setSize(0.9 + Math.random() * 0.1);

  }

}

function renderPointFlowers() {

  //update
  var PI2 = Math.PI * 2.0;

  var limit = [pointFlower.area.x, pointFlower.area.y, pointFlower.area.z];

  var repeatPos = function(prt, cmp, limit) {

    if (Math.abs(prt.position[cmp]) - prt.size * 0.5 > limit) {

      //out of area
      if (prt.position[cmp] > 0) {

        prt.position[cmp] -= limit * 2.0;

      }

      else {

        prt.position[cmp] += limit * 2.0;

      }

    }

  };

  var repeatEuler = function(prt, cmp) {

    prt.euler[cmp] = prt.euler[cmp] % PI2;

    if (prt.euler[cmp] < 0.0) {

      prt.euler[cmp] += PI2;

    }

  };

  for (var i = 0; i < pointFlower.numFlowers; i++) {

    var prtcl = pointFlower.particles[i];

    prtcl.update(timeInfo.delta, timeInfo.elapsed);

    repeatPos(prtcl, 0, pointFlower.area.x);

    repeatPos(prtcl, 1, pointFlower.area.y);

    repeatPos(prtcl, 2, pointFlower.area.z);

    repeatEuler(prtcl, 0);

    repeatEuler(prtcl, 1);

    repeatEuler(prtcl, 2);

    prtcl.alpha = 1.0; //(pointFlower.area.z - prtcl.position[2]) * 0.5;

    prtcl.zkey = (camera.matrix[2] * prtcl.position[0]

    + camera.matrix[6] * prtcl.position[1]

    + camera.matrix[10] * prtcl.position[2]

    + camera.matrix[14]);

  }

  // sort
  pointFlower.particles.sort(function(p0, p1) {
    return p0.zkey - p1.zkey;
  });

  // update data
  var ipos = pointFlower.positionArrayOffset;

  var ieuler = pointFlower.eulerArrayOffset;

  var imisc = pointFlower.miscArrayOffset;

  for (var i = 0; i < pointFlower.numFlowers; i++) {

    var prtcl = pointFlower.particles[i];

    pointFlower.dataArray[ipos] = prtcl.position[0];

    pointFlower.dataArray[ipos + 1] = prtcl.position[1];

    pointFlower.dataArray[ipos + 2] = prtcl.position[2];

    ipos += 3;

    pointFlower.dataArray[ieuler] = prtcl.euler[0];

    pointFlower.dataArray[ieuler + 1] = prtcl.euler[1];

    pointFlower.dataArray[ieuler + 2] = prtcl.euler[2];

    ieuler += 3;

    pointFlower.dataArray[imisc] = prtcl.size;

    pointFlower.dataArray[imisc + 1] = prtcl.alpha;

    imisc += 2;

  }

  //draw
  gl.enable(gl.BLEND);

  //gl.disable(gl.DEPTH_TEST);
  gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);

  var prog = pointFlower.program;

  useShader(prog);

  gl.uniformMatrix4fv(prog.uniforms.uProjection, false, projection.matrix);

  gl.uniformMatrix4fv(prog.uniforms.uModelview, false, camera.matrix);

  gl.uniform3fv(prog.uniforms.uResolution, renderSpec.array);

  gl.uniform3fv(prog.uniforms.uDOF, Vector3.arrayForm(camera.dof));

  gl.uniform3fv(prog.uniforms.uFade, Vector3.arrayForm(pointFlower.fader));

  gl.bindBuffer(gl.ARRAY_BUFFER, pointFlower.buffer);

  gl.bufferData(gl.ARRAY_BUFFER, pointFlower.dataArray, gl.DYNAMIC_DRAW);

  gl.vertexAttribPointer(prog.attributes.aPosition, 3, gl.FLOAT, false, 0, pointFlower.positionArrayOffset * Float32Array.BYTES_PER_ELEMENT);

  gl.vertexAttribPointer(prog.attributes.aEuler, 3, gl.FLOAT, false, 0, pointFlower.eulerArrayOffset * Float32Array.BYTES_PER_ELEMENT);

  gl.vertexAttribPointer(prog.attributes.aMisc, 2, gl.FLOAT, false, 0, pointFlower.miscArrayOffset * Float32Array.BYTES_PER_ELEMENT);

  // doubler
  for (var i = 1; i < 2; i++) {

    var zpos = i * -2.0;

    pointFlower.offset[0] = pointFlower.area.x * -1.0;

    pointFlower.offset[1] = pointFlower.area.y * -1.0;

    pointFlower.offset[2] = pointFlower.area.z * zpos;

    gl.uniform3fv(prog.uniforms.uOffset, pointFlower.offset);

    gl.drawArrays(gl.POINT, 0, pointFlower.numFlowers);

    pointFlower.offset[0] = pointFlower.area.x * -1.0;

    pointFlower.offset[1] = pointFlower.area.y * 1.0;

    pointFlower.offset[2] = pointFlower.area.z * zpos;

    gl.uniform3fv(prog.uniforms.uOffset, pointFlower.offset);

    gl.drawArrays(gl.POINT, 0, pointFlower.numFlowers);

    pointFlower.offset[0] = pointFlower.area.x * 1.0;

    pointFlower.offset[1] = pointFlower.area.y * -1.0;

    pointFlower.offset[2] = pointFlower.area.z * zpos;

    gl.uniform3fv(prog.uniforms.uOffset, pointFlower.offset);

    gl.drawArrays(gl.POINT, 0, pointFlower.numFlowers);

    pointFlower.offset[0] = pointFlower.area.x * 1.0;

    pointFlower.offset[1] = pointFlower.area.y * 1.0;

    pointFlower.offset[2] = pointFlower.area.z * zpos;

    gl.uniform3fv(prog.uniforms.uOffset, pointFlower.offset);

    gl.drawArrays(gl.POINT, 0, pointFlower.numFlowers);

  }

  //main
  pointFlower.offset[0] = 0.0;

  pointFlower.offset[1] = 0.0;

  pointFlower.offset[2] = 0.0;

  gl.uniform3fv(prog.uniforms.uOffset, pointFlower.offset);

  gl.drawArrays(gl.POINT, 0, pointFlower.numFlowers);

  gl.bindBuffer(gl.ARRAY_BUFFER, null);

  unuseShader(prog);

  gl.enable(gl.DEPTH_TEST);

  gl.disable(gl.BLEND);

}

// effects
//common util
function createEffectProgram(vtxsrc, frgsrc, exunifs, exattrs) {

  var ret = {};

  var unifs = ['uResolution', 'uSrc', 'uDelta'];

  if (exunifs) {

    unifs = unifs.concat(exunifs);

  }

  var attrs = ['aPosition'];

  if (exattrs) {

    attrs = attrs.concat(exattrs);

  }

  ret.program = createShader(vtxsrc, frgsrc, unifs, attrs);

  useShader(ret.program);

  ret.dataArray = new Float32Array([

  - 1.0, -1.0,

  1.0, -1.0,

  -1.0, 1.0,

  1.0, 1.0

  ]);

  ret.buffer = gl.createBuffer();

  gl.bindBuffer(gl.ARRAY_BUFFER, ret.buffer);

  gl.bufferData(gl.ARRAY_BUFFER, ret.dataArray, gl.STATIC_DRAW);

  gl.bindBuffer(gl.ARRAY_BUFFER, null);

  unuseShader(ret.program);

  return ret;

}

// basic usage
// useEffect(prog, srctex({'texture':texid, 'dtxArray':(f32)[dtx, dty]})); //basic initialize
// gl.uniform**(...); //additional uniforms
// drawEffect()
// unuseEffect(prog)
// TEXTURE0 makes src
function useEffect(fxobj, srctex) {

  var prog = fxobj.program;

  useShader(prog);

  gl.uniform3fv(prog.uniforms.uResolution, renderSpec.array);

  if (srctex != null) {

    gl.uniform2fv(prog.uniforms.uDelta, srctex.dtxArray);

    gl.uniform1i(prog.uniforms.uSrc, 0);

    gl.activeTexture(gl.TEXTURE0);

    gl.bindTexture(gl.TEXTURE_2D, srctex.texture);

  }

}

function drawEffect(fxobj) {

  gl.bindBuffer(gl.ARRAY_BUFFER, fxobj.buffer);

  gl.vertexAttribPointer(fxobj.program.attributes.aPosition, 2, gl.FLOAT, false, 0, 0);

  gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);

}

function unuseEffect(fxobj) {

  unuseShader(fxobj.program);

}

var effectLib = {};

function createEffectLib() {

  var vtxsrc, frgsrc;

  //common
  var cmnvtxsrc = document.getElementById("fx_common_vsh").textContent;

  //background
  frgsrc = document.getElementById("bg_fsh").textContent;

  effectLib.sceneBg = createEffectProgram(cmnvtxsrc, frgsrc, ['uTimes'], null);

  // make brightpixels buffer
  frgsrc = document.getElementById("fx_brightbuf_fsh").textContent;

  effectLib.mkBrightBuf = createEffectProgram(cmnvtxsrc, frgsrc, null, null);

  // direction blur
  frgsrc = document.getElementById("fx_dirblur_r4_fsh").textContent;

  effectLib.dirBlur = createEffectProgram(cmnvtxsrc, frgsrc, ['uBlurDir'], null);

  //final composite
  vtxsrc = document.getElementById("pp_final_vsh").textContent;

  frgsrc = document.getElementById("pp_final_fsh").textContent;

  effectLib.finalComp = createEffectProgram(vtxsrc, frgsrc, ['uBloom'], null);

}

// background
function createBackground() {

  //console.log("create background");
}

function initBackground() {

  //console.log("init background");
}

function renderBackground() {

  gl.disable(gl.DEPTH_TEST);

  useEffect(effectLib.sceneBg, null);

  gl.uniform2f(effectLib.sceneBg.program.uniforms.uTimes, timeInfo.elapsed, timeInfo.delta);

  drawEffect(effectLib.sceneBg);

  unuseEffect(effectLib.sceneBg);

  gl.enable(gl.DEPTH_TEST);

}

// post process
var postProcess = {};

function createPostProcess() {

  //console.log("create post process");
}

function initPostProcess() {

  //console.log("init post process");
}

function renderPostProcess() {

  gl.enable(gl.TEXTURE_2D);

  gl.disable(gl.DEPTH_TEST);

  var bindRT = function(rt, isclear) {

    gl.bindFramebuffer(gl.FRAMEBUFFER, rt.frameBuffer);

    gl.viewport(0, 0, rt.width, rt.height);

    if (isclear) {

      gl.clearColor(0, 0, 0, 0);

      gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);

    }

  };

  //make bright buff
  bindRT(renderSpec.wHalfRT0, true);

  useEffect(effectLib.mkBrightBuf, renderSpec.mainRT);

  drawEffect(effectLib.mkBrightBuf);

  unuseEffect(effectLib.mkBrightBuf);

  // make bloom
  for (var i = 0; i < 2; i++) {

    var p = 1.5 + 1 * i;

    var s = 2.0 + 1 * i;

    bindRT(renderSpec.wHalfRT1, true);

    useEffect(effectLib.dirBlur, renderSpec.wHalfRT0);

    gl.uniform4f(effectLib.dirBlur.program.uniforms.uBlurDir, p, 0.0, s, 0.0);

    drawEffect(effectLib.dirBlur);

    unuseEffect(effectLib.dirBlur);

    bindRT(renderSpec.wHalfRT0, true);

    useEffect(effectLib.dirBlur, renderSpec.wHalfRT1);

    gl.uniform4f(effectLib.dirBlur.program.uniforms.uBlurDir, 0.0, p, 0.0, s);

    drawEffect(effectLib.dirBlur);

    unuseEffect(effectLib.dirBlur);

  }

  //display
  gl.bindFramebuffer(gl.FRAMEBUFFER, null);

  gl.viewport(0, 0, renderSpec.width, renderSpec.height);

  gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);

  useEffect(effectLib.finalComp, renderSpec.mainRT);

  gl.uniform1i(effectLib.finalComp.program.uniforms.uBloom, 1);

  gl.activeTexture(gl.TEXTURE1);

  gl.bindTexture(gl.TEXTURE_2D, renderSpec.wHalfRT0.texture);

  drawEffect(effectLib.finalComp);

  unuseEffect(effectLib.finalComp);

  gl.enable(gl.DEPTH_TEST);

}

/////
var SceneEnv = {};

function createScene() {

  createEffectLib();

  createBackground();

  createPointFlowers();

  createPostProcess();

  sceneStandBy = true;

}

function initScene() {

  initBackground();

  initPointFlowers();

  initPostProcess();

  //camera.position.z = 17.320508;
  camera.position.z = pointFlower.area.z + projection.nearfar[0];

  projection.angle = Math.atan2(pointFlower.area.y, camera.position.z + pointFlower.area.z) * 180.0 / Math.PI * 2.0;

  Matrix44.loadProjection(projection.matrix, renderSpec.aspect, projection.angle, projection.nearfar[0], projection.nearfar[1]);

}

function renderScene() {

  //draw
  Matrix44.loadLookAt(camera.matrix, camera.position, camera.lookat, camera.up);

  gl.enable(gl.DEPTH_TEST);

  //gl.bindFramebuffer(gl.FRAMEBUFFER, null);
  gl.bindFramebuffer(gl.FRAMEBUFFER, renderSpec.mainRT.frameBuffer);

  gl.viewport(0, 0, renderSpec.mainRT.width, renderSpec.mainRT.height);

  gl.clearColor(0.005, 0, 0.05, 0);

  gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);

  renderBackground();

  renderPointFlowers();

  renderPostProcess();

}

/////
function onResize(e) {

  makeCanvasFullScreen(document.getElementById("sakura"));

  setViewports();

  if (sceneStandBy) {

    initScene();

  }

}

function setViewports() {

  renderSpec.setSize(gl.canvas.width, gl.canvas.height);

  gl.clearColor(0.2, 0.2, 0.5, 1.0);

  gl.viewport(0, 0, renderSpec.width, renderSpec.height);

  var rtfunc = function(rtname, rtw, rth) {

    var rt = renderSpec[rtname];

    if (rt) deleteRenderTarget(rt);

    renderSpec[rtname] = createRenderTarget(rtw, rth);

  };

  rtfunc('mainRT', renderSpec.width, renderSpec.height);

  rtfunc('wFullRT0', renderSpec.width, renderSpec.height);

  rtfunc('wFullRT1', renderSpec.width, renderSpec.height);

  rtfunc('wHalfRT0', renderSpec.halfWidth, renderSpec.halfHeight);

  rtfunc('wHalfRT1', renderSpec.halfWidth, renderSpec.halfHeight);

}

function render() {

  renderScene();

}

var animating = true;

function toggleAnimation(elm) {

  animating ^= true;

  if (animating) animate();

  if (elm) {

    elm.innerHTML = animating ? "Stop": "Start";

  }

}

function stepAnimation() {

  if (!animating) animate();

}

function animate() {

  var curdate = new Date();

  timeInfo.elapsed = (curdate - timeInfo.start) / 1000.0;

  timeInfo.delta = (curdate - timeInfo.prev) / 1000.0;

  timeInfo.prev = curdate;

  if (animating) requestAnimationFrame(animate);

  render();

}

function makeCanvasFullScreen(canvas) {

  var b = document.body;

  var d = document.documentElement;

  fullw = Math.max(b.clientWidth, b.scrollWidth, d.scrollWidth, d.clientWidth);

  fullh = Math.max(b.clientHeight, b.scrollHeight, d.scrollHeight, d.clientHeight);

  canvas.width = fullw;

  canvas.height = fullh;

}

window.addEventListener('load', function(e) {

  var canvas = document.getElementById("sakura");

  try {

    makeCanvasFullScreen(canvas);

    gl = canvas.getContext('experimental-webgl');

  } catch(e) {

    alert("WebGL not supported." + e);

    console.error(e);

    return;

  }

  window.addEventListener('resize', onResize);

  setViewports();

  createScene();

  initScene();

  timeInfo.start = new Date();

  timeInfo.prev = timeInfo.start;

  animate();

});

//set window.requestAnimationFrame
(function(w, r) {

  w['r' + r] = w['r' + r] || w['webkitR' + r] || w['mozR' + r] || w['msR' + r] || w['oR' + r] || function(c) {
    w.setTimeout(c, 1000 / 60);
  };
})(window, 'equestAnimationFrame');
</script>
<script type="text/javascript ">

	(function(){

	  var animenuToggle = document.querySelector('.animenu__toggle'),

		  animenuNav    = document.querySelector('.animenu__nav'),

		  hasClass = function( elem, className ) {

			return new RegExp( ' ' + className + ' ' ).test( ' ' + elem.className + ' ' );

		  },

		  toggleClass = function( elem, className ) {

			var newClass = ' ' + elem.className.replace( /[\t\r\n]/g, ' ' ) + ' ';

			if( hasClass(elem, className ) ) {

			  while( newClass.indexOf( ' ' + className + ' ' ) >= 0 ) {

				newClass = newClass.replace( ' ' + className + ' ' , ' ' );

			  }

			  elem.className = newClass.replace( /^\s+|\s+$/g, '' );

			} else {

			  elem.className += ' ' + className;

			}

		  },           

		  animenuToggleNav =  function (){        

			toggleClass(animenuToggle, "animenu__toggle--active ");

			toggleClass(animenuNav, "animenu__nav--open ");        

		  }



	  if (!animenuToggle.addEventListener) {

		  animenuToggle.attachEvent("onclick ", animenuToggleNav);

	  }

	  else {

		  animenuToggle.addEventListener('click', animenuToggleNav);

	  }

	})()"
</script>
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